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I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
308 lines
10 KiB
C++
308 lines
10 KiB
C++
/*************************************************************************/
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/* input_event.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "input_event.h"
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#include "input_map.h"
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#include "os/keyboard.h"
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/**
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*
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*/
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bool InputEvent::operator==(const InputEvent &p_event) const {
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if (type != p_event.type) {
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return false;
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}
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switch (type) {
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/** Current clang-format style doesn't play well with the aligned return values of that switch. */
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/* clang-format off */
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case NONE:
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return true;
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case KEY:
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return key.unicode == p_event.key.unicode
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&& key.scancode == p_event.key.scancode
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&& key.echo == p_event.key.echo
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&& key.pressed == p_event.key.pressed
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&& key.mod == p_event.key.mod;
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case MOUSE_MOTION:
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return mouse_motion.x == p_event.mouse_motion.x
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&& mouse_motion.y == p_event.mouse_motion.y
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&& mouse_motion.relative_x == p_event.mouse_motion.relative_x
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&& mouse_motion.relative_y == p_event.mouse_motion.relative_y
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&& mouse_motion.button_mask == p_event.mouse_motion.button_mask
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&& key.mod == p_event.key.mod;
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case MOUSE_BUTTON:
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return mouse_button.pressed == p_event.mouse_button.pressed
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&& mouse_button.x == p_event.mouse_button.x
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&& mouse_button.y == p_event.mouse_button.y
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&& mouse_button.button_index == p_event.mouse_button.button_index
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&& mouse_button.button_mask == p_event.mouse_button.button_mask
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&& key.mod == p_event.key.mod;
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case JOYPAD_MOTION:
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return joy_motion.axis == p_event.joy_motion.axis
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&& joy_motion.axis_value == p_event.joy_motion.axis_value;
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case JOYPAD_BUTTON:
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return joy_button.pressed == p_event.joy_button.pressed
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&& joy_button.button_index == p_event.joy_button.button_index
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&& joy_button.pressure == p_event.joy_button.pressure;
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case SCREEN_TOUCH:
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return screen_touch.pressed == p_event.screen_touch.pressed
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&& screen_touch.index == p_event.screen_touch.index
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&& screen_touch.x == p_event.screen_touch.x
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&& screen_touch.y == p_event.screen_touch.y;
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case SCREEN_DRAG:
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return screen_drag.index == p_event.screen_drag.index
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&& screen_drag.x == p_event.screen_drag.x
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&& screen_drag.y == p_event.screen_drag.y;
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case ACTION:
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return action.action == p_event.action.action
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&& action.pressed == p_event.action.pressed;
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/* clang-format on */
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default:
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ERR_PRINT("No logic to compare InputEvents of this type, this shouldn't happen.");
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}
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return false;
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}
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InputEvent::operator String() const {
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String str = "Device " + itos(device) + " ID " + itos(ID) + " ";
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switch (type) {
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case NONE: {
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return "Event: None";
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} break;
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case KEY: {
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str += "Event: Key ";
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str = str + "Unicode: " + String::chr(key.unicode) + " Scan: " + itos(key.scancode) + " Echo: " + String(key.echo ? "True" : "False") + " Pressed" + String(key.pressed ? "True" : "False") + " Mod: ";
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if (key.mod.shift)
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str += "S";
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if (key.mod.control)
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str += "C";
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if (key.mod.alt)
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str += "A";
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if (key.mod.meta)
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str += "M";
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return str;
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} break;
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case MOUSE_MOTION: {
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str += "Event: Motion ";
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str = str + " Pos: " + itos(mouse_motion.x) + "," + itos(mouse_motion.y) + " Rel: " + itos(mouse_motion.relative_x) + "," + itos(mouse_motion.relative_y) + " Mask: ";
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for (int i = 0; i < 8; i++) {
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if ((1 << i) & mouse_motion.button_mask)
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str += itos(i + 1);
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}
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str += " Mod: ";
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if (key.mod.shift)
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str += "S";
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if (key.mod.control)
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str += "C";
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if (key.mod.alt)
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str += "A";
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if (key.mod.meta)
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str += "M";
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return str;
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} break;
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case MOUSE_BUTTON: {
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str += "Event: Button ";
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str = str + "Pressed: " + itos(mouse_button.pressed) + " Pos: " + itos(mouse_button.x) + "," + itos(mouse_button.y) + " Button: " + itos(mouse_button.button_index) + " Mask: ";
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for (int i = 0; i < 8; i++) {
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if ((1 << i) & mouse_button.button_mask)
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str += itos(i + 1);
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}
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str += " Mod: ";
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if (key.mod.shift)
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str += "S";
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if (key.mod.control)
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str += "C";
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if (key.mod.alt)
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str += "A";
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if (key.mod.meta)
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str += "M";
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str += String(" DoubleClick: ") + (mouse_button.doubleclick ? "Yes" : "No");
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return str;
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} break;
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case JOYPAD_MOTION: {
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str += "Event: JoypadMotion ";
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str = str + "Axis: " + itos(joy_motion.axis) + " Value: " + rtos(joy_motion.axis_value);
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return str;
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} break;
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case JOYPAD_BUTTON: {
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str += "Event: JoypadButton ";
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str = str + "Pressed: " + itos(joy_button.pressed) + " Index: " + itos(joy_button.button_index) + " pressure " + rtos(joy_button.pressure);
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return str;
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} break;
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case SCREEN_TOUCH: {
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str += "Event: ScreenTouch ";
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str = str + "Pressed: " + itos(screen_touch.pressed) + " Index: " + itos(screen_touch.index) + " pos " + rtos(screen_touch.x) + "," + rtos(screen_touch.y);
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return str;
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} break;
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case SCREEN_DRAG: {
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str += "Event: ScreenDrag ";
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str = str + " Index: " + itos(screen_drag.index) + " pos " + rtos(screen_drag.x) + "," + rtos(screen_drag.y);
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return str;
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} break;
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case ACTION: {
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str += "Event: Action: " + InputMap::get_singleton()->get_action_from_id(action.action) + " Pressed: " + itos(action.pressed);
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return str;
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} break;
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}
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return "";
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}
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void InputEvent::set_as_action(const String &p_action, bool p_pressed) {
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type = ACTION;
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action.action = InputMap::get_singleton()->get_action_id(p_action);
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action.pressed = p_pressed;
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}
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bool InputEvent::is_pressed() const {
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switch (type) {
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case KEY: return key.pressed;
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case MOUSE_BUTTON: return mouse_button.pressed;
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case JOYPAD_BUTTON: return joy_button.pressed;
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case SCREEN_TOUCH: return screen_touch.pressed;
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case JOYPAD_MOTION: return ABS(joy_motion.axis_value) > 0.5;
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case ACTION: return action.pressed;
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default: {}
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}
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return false;
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}
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bool InputEvent::is_echo() const {
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return (type == KEY && key.echo);
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}
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bool InputEvent::is_action(const String &p_action) const {
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return InputMap::get_singleton()->event_is_action(*this, p_action);
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}
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bool InputEvent::is_action_pressed(const String &p_action) const {
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return is_action(p_action) && is_pressed() && !is_echo();
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}
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bool InputEvent::is_action_released(const String &p_action) const {
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return is_action(p_action) && !is_pressed();
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}
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uint32_t InputEventKey::get_scancode_with_modifiers() const {
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uint32_t sc = scancode;
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if (mod.control)
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sc |= KEY_MASK_CTRL;
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if (mod.alt)
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sc |= KEY_MASK_ALT;
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if (mod.shift)
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sc |= KEY_MASK_SHIFT;
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if (mod.meta)
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sc |= KEY_MASK_META;
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return sc;
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}
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InputEvent InputEvent::xform_by(const Transform2D &p_xform) const {
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InputEvent ev = *this;
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switch (ev.type) {
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case InputEvent::MOUSE_BUTTON: {
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Vector2 g = p_xform.xform(Vector2(ev.mouse_button.global_x, ev.mouse_button.global_y));
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Vector2 l = p_xform.xform(Vector2(ev.mouse_button.x, ev.mouse_button.y));
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ev.mouse_button.x = l.x;
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ev.mouse_button.y = l.y;
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ev.mouse_button.global_x = g.x;
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ev.mouse_button.global_y = g.y;
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} break;
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case InputEvent::MOUSE_MOTION: {
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Vector2 g = p_xform.xform(Vector2(ev.mouse_motion.global_x, ev.mouse_motion.global_y));
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Vector2 l = p_xform.xform(Vector2(ev.mouse_motion.x, ev.mouse_motion.y));
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Vector2 r = p_xform.basis_xform(Vector2(ev.mouse_motion.relative_x, ev.mouse_motion.relative_y));
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Vector2 s = p_xform.basis_xform(Vector2(ev.mouse_motion.speed_x, ev.mouse_motion.speed_y));
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ev.mouse_motion.x = l.x;
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ev.mouse_motion.y = l.y;
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ev.mouse_motion.global_x = g.x;
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ev.mouse_motion.global_y = g.y;
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ev.mouse_motion.relative_x = r.x;
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ev.mouse_motion.relative_y = r.y;
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ev.mouse_motion.speed_x = s.x;
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ev.mouse_motion.speed_y = s.y;
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} break;
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case InputEvent::SCREEN_TOUCH: {
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Vector2 t = p_xform.xform(Vector2(ev.screen_touch.x, ev.screen_touch.y));
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ev.screen_touch.x = t.x;
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ev.screen_touch.y = t.y;
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} break;
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case InputEvent::SCREEN_DRAG: {
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Vector2 t = p_xform.xform(Vector2(ev.screen_drag.x, ev.screen_drag.y));
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Vector2 r = p_xform.basis_xform(Vector2(ev.screen_drag.relative_x, ev.screen_drag.relative_y));
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Vector2 s = p_xform.basis_xform(Vector2(ev.screen_drag.speed_x, ev.screen_drag.speed_y));
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ev.screen_drag.x = t.x;
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ev.screen_drag.y = t.y;
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ev.screen_drag.relative_x = r.x;
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ev.screen_drag.relative_y = r.y;
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ev.screen_drag.speed_x = s.x;
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ev.screen_drag.speed_y = s.y;
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} break;
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}
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return ev;
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}
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